Lich

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I must agree with the majority of the people that have posted so far. A dungeon crawl is, to me anyway, a more or less linear series of fights or encounters without any possiblity of talking.

When I'm in a game and it starts to feel as limited as a computer game, you can go left, right, up or down but can't jump up into the edge of the window and climb up the outside of the tower, it has become a dungeon crawl.

Being a pen and paper game means that all that happens is in the minds of the players, I don't personally want to see any dungeons, and I know that even the short ones from Indiana Jones would feel out of place for my usual characters to be in. It works out for Jones because he is someone who should be in there, but if I'm a quiet scholar from a major city, I have no place in any sort of dungeon.

It doesn't mean that my character doesn't get trapped into dungeon crawls, when I find myself unable to talk to the police and the GM clearly wants us to start a fight, it feels like a dungeon crawl/computer game and I want out.

Random encounters have the bad taste of a dungeon crawl too. It goes back to the story, any events that happen in the story should have some reason to be there. Just because every 20 minutes we may encounter 1d20 random monsters on a major road doesn't mean I want to fight them all, or indeed any of them.

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To me a dungeon crawl is a dungeon crawl when the possiblities become limited to multiple choice: Fight, Flee or Random.
Once I feel I'm limited by those choices I do everything in my power to change it, to do something else, anything else. Therefore, I would prefer to see no dungeon crawling in the adventures that I play.